Acronym
01-22-2003, 10:49
I don't know about anyone else, but I think it would be sweet to have a battle physics engine in RTW. Does anyone know if CA is doing this from the numerous previews?
If they used a physics engine, we wouldn't have the rock/paper/scissors formula, but instead stats could be applied to weapons and people in terms of weight, strength, momentum, etc. For example, let's say a greek hoplite soldier is 5'5" tall, weighs 200 pounds with armor(just off the wall numbers) and has an 8ft long spear that also has weight to it. Force, energy, and momentum formulas could be used to determine shock value and fighting effectiveness. Also the more weight on a soldier, the quicker he tires. Using physics we could also get the pushing effect of armies, so a deeper formation can literally shove a shallower one.
This would definetely come closer to modeling combat, since, for example, the roman soldiers fought more separately(ie they didn't push into the enemy as a solid mass), but hoplites or phalanxes could hold down an enemy and push them.
I'd rather have this instead of wedge = +3 attack, pikemen = +1 attack, etc. Using physics a wedge will naturally break a light formation instead of relying on numbers. Heck you can even model romen pila sticking on shields. Arrows, pila, spears, javalines, sarrisas, swords, etc can all have momentum and the momentum determines if it pierces the armor.
The only problem I see is the strain the computer, much less having to handle huge armies. Unless they had a built in real-time physics engine brilliantly coded. Maybe it's time for a physics card in our comps http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
Games such as Black & White 2( which looks sweet ) are taking use of physics, there's a pic that shows a cow creature being punchered by spears as they stick in it, and blood trickles down it's body. I want stuff like this in RTW It's gonna be a sweet game without all that, but just think what a physics engine could do for combat.
Thoughts/comments/hate crime welcomed...
If they used a physics engine, we wouldn't have the rock/paper/scissors formula, but instead stats could be applied to weapons and people in terms of weight, strength, momentum, etc. For example, let's say a greek hoplite soldier is 5'5" tall, weighs 200 pounds with armor(just off the wall numbers) and has an 8ft long spear that also has weight to it. Force, energy, and momentum formulas could be used to determine shock value and fighting effectiveness. Also the more weight on a soldier, the quicker he tires. Using physics we could also get the pushing effect of armies, so a deeper formation can literally shove a shallower one.
This would definetely come closer to modeling combat, since, for example, the roman soldiers fought more separately(ie they didn't push into the enemy as a solid mass), but hoplites or phalanxes could hold down an enemy and push them.
I'd rather have this instead of wedge = +3 attack, pikemen = +1 attack, etc. Using physics a wedge will naturally break a light formation instead of relying on numbers. Heck you can even model romen pila sticking on shields. Arrows, pila, spears, javalines, sarrisas, swords, etc can all have momentum and the momentum determines if it pierces the armor.
The only problem I see is the strain the computer, much less having to handle huge armies. Unless they had a built in real-time physics engine brilliantly coded. Maybe it's time for a physics card in our comps http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
Games such as Black & White 2( which looks sweet ) are taking use of physics, there's a pic that shows a cow creature being punchered by spears as they stick in it, and blood trickles down it's body. I want stuff like this in RTW It's gonna be a sweet game without all that, but just think what a physics engine could do for combat.
Thoughts/comments/hate crime welcomed...